Immutable Form. The Golemite is immune to any spell or effect that would alter its form.
Magic Resistance. The Golemite has advantage on saving throws against spells and other magical effects.
Magic Mitts. The Golemite's Slam Attacks are magical.
Multiattack. The Golemite makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.
Emergency Steam Vent (Recharge 5-6). Every creature 15ft around the Golemite must make a Dexterity Saving Throw (DC 15) or take 2d8 + 3 Fire Damage on a failure and half as much on a successful one.
Focus Ray (Recharge 5-6).Fire a beam of compressed power in a 75ft line from the main eye of the Golemite. All Creatures caught in this line must make a Dexterity Saving Throw (DC 16) or take 2d12 + 3 Force Damage on a failure and half as much on a successful one.
Steam Step. Using built up steam the Golemite can use their Bonus Action to fling themselves 15ft in any direction. (2/Day)
Reactive Armour (2/Day). When the Golemite is damaged with either Fire, Cold, Acid or Lightning it can use this Reaction to gain resistance to the appropriate damage type resisted. They also have 1d6 added to their next attack. This effect lasts for one round.
Comments